Torchmodders

Modding => Modding Questions => Topic started by: Kva3imoda on October 09, 2014, 01:17:44 am


Title: A couple of questions.
Post by: Kva3imoda on October 09, 2014, 01:17:44 am
1. Is it possible to create a "text cloud" over a character head?
The idea is that a character had the ability to express their thoughts and comments.
Like:
- "Look at this,"
- "There's something hidden"
- "I need to think"
- "It's time to skedaddle"

2. There is a way to generate an item and immediately get it in inventory, like a reward for a quest?

3. Is it possible to summon a pet which is immediately summon interactive NPCs, when I desummon my pet, it disappears together with NPC? Pet( or NPC) should be invisible and immobile.

4. Is it possible to realize a different reward?
For example:
NPC requests to find his dog.
Character finds "Collar" - reward "Gold".
Character finds "Tag" - reward "Gem".
Character finds "Dog Skeleton" - reward "Watch".
If the character brings one quest item - he gets one reward and the quest is completed. If he brings several items, he gets several awards?
Title: Re: A couple of questions.
Post by: Kva3imoda on October 09, 2014, 02:03:43 am
3. Is it possible to summon a pet which is immediately summon interactive NPCs, when I desummon my pet, it disappears together with NPC? Pet( or NPC) should be invisible and immobile.
I tried to do something like that. But the system "Master-Minion" does not allow to call interactive mob. Maybe there is some other way...  :(
Title: Re: A couple of questions.
Post by: Kva3imoda on October 10, 2014, 09:30:10 pm
2. There is a way to generate an item and immediately get it in inventory, like a reward for a quest?
I could have use a "fishing hole system", but I do not understand how it works.
Fishing is able to generate an item directly into inventory. Ok, I tried to investigate this process and found nothing.  :'(
Title: Re: A couple of questions.
Post by: Kva3imoda on October 11, 2014, 01:44:34 am
1. Is it possible to create a "text cloud" over a character head?
The idea is that a character had the ability to express their thoughts and comments.
Technically, it is likely possible, but I do not know how to realize this.
The game has PASSIVEDIALOGNOTARGET:
(http://i.imgur.com/5Ye1pmvl.png)
Title: Re: A couple of questions.
Post by: Kva3imoda on October 11, 2014, 05:55:16 am
3. Is it possible to summon a pet which is immediately summon interactive NPCs
Is it possible to summon a NPC which automatically speak with the character?
Title: Re: A couple of questions.
Post by: gytfunke on October 11, 2014, 09:00:51 am
1. Is it possible to create a "text cloud" over a character head?

3. Is it possible to summon a pet which is immediately summon interactive NPCs

I think both of these would be possible.  I want to know how to do this, too.

My guess is that it's in the Quest Editor.
Title: Re: A couple of questions.
Post by: Kva3imoda on April 10, 2015, 12:22:52 am
Anyone know, this effect works? Can I use it for items? 


Code: [Select]
[EFFECT]
<STRING>EFFECT:KEFFECT_TYPE_DAMAGE_TAKEN
<STRING>NAME:DAMAGE TAKEN
<TRANSLATE>GOODDES:[DMGTYPE] Damage Taken reduced by [VALUE]
<TRANSLATE>GOODDESOT:[DMGTYPE] Damage Taken reduced by [VALUE] for [DURATION]
<TRANSLATE>BADDES:[DMGTYPE] Damage Taken increased by [VALUE]
<TRANSLATE>BADDESOT:[DMGTYPE] Damage Taken increased by [VALUE] for [DURATION]
<INTEGER>MINVAL:20
<INTEGER>MAXVAL:-20
<STRING>VALUE1:MIN
<STRING>VALUE2:MAX
<STRING>VALUE3:NA
<STRING>VALUE4:NA
<STRING>VALUE5:NA
<STRING>TYPE:Value
<INTEGER>DISPLAYPRECISION:0
<FLOAT>DISPLAYPRECISIONMAXVAL:0
<BOOL>AFFIX_MODIFIES:true
[/EFFECT]

My basic idea is to use it to reduce the taken damage. But, I have created an item, I see "+X Damage Reduction", but it does not work.  :-[
Title: Re: A couple of questions.
Post by: Kva3imoda on April 10, 2015, 09:27:53 pm
Guys, do you know where I can find "damage with bare hands" in the game?

I also curious that these graphs do? TOHIT_PLAYER_BYLEVEL, TOHIT_MONSTER_BYLEVEL?
Title: Re: A couple of questions.
Post by: Phanjam on April 10, 2015, 09:44:04 pm
Hey Kva. Is there such a variable? All other bare-handed fighter mods ive seen use a weapon like fist-wrappings or something to give the damage...
Title: Re: A couple of questions.
Post by: Kva3imoda on April 10, 2015, 10:38:24 pm
Hey Kva. Is there such a variable? All other bare-handed fighter mods ive seen use a weapon like fist-wrappings or something to give the damage...
I do not know Pha, but it would be nice to have a real bare-handed damage.  :)
Title: Re: A couple of questions.
Post by: Kva3imoda on April 11, 2015, 09:24:57 am
Has anyone tried to do a skill that would have transformed an enemy into something else? Let's say into a frog or snake?
Well, I just need such skill and I do not know whether it is possible to create.

upd: I figured out how to do it.  :)
Title: Re: A couple of questions.
Post by: gytfunke on April 11, 2015, 12:30:54 pm
Hey Kva3i,

Unarmed damage can be set in Unit Editor/Players.  The field says Damage and you'll see it when you click on a unit file.  It's default is 20 (which means 20 percent of the graph).  You can also set what type of damage is dealt (physical, fire, etc)  It's modified by all the same modifiers that affect weapons/spells.

If you wanted to give bonuses only while unarmed you'd have to create a passive skill that has a left/right hand requirement of NONE.  Of course, that would work as long as one hand remained unarmed.  It might be possible to require both by setting the dual-wield requirement, but it might not work if dual wielding is defined as having two melee weapons, two wands or two pistols.
Title: Re: A couple of questions.
Post by: Kva3imoda on April 11, 2015, 09:14:26 pm
Unarmed damage can be set in Unit Editor/Players.
Hehe, it's that simple.  :) Thanks.

If you wanted to give bonuses only while unarmed you'd have to create a passive skill that has a left/right hand requirement of NONE.  Of course, that would work as long as one hand remained unarmed.  It might be possible to require both by setting the dual-wield requirement, but it might not work if dual wielding is defined as having two melee weapons, two wands or two pistols.
Well, it seems to make a monk without weapons will be difficult, but we have fists for this. In addition, we can add kicks-animations for fists and character will be able to fight punching and kicking.
Title: Re: A couple of questions.
Post by: Kva3imoda on April 16, 2015, 02:44:04 am
Is there a way to NPC automatically entered into conversation with the Character(interacts with the Character)?
Maybe there is some kind of skill or a trigger for this. This should be a feature of the Unit NPC, not  location logic/trigger.

I'll explain why I need it.
The main task - to use this feature for the Item Combiner. After the interaction, this unit should disappear/ die.

The ideal solution - is to summon an "invisible" Unit, which could automatically interact with the character.

In the beginning I wanted to use "summon pet" option, this is handy because you can to desummon your pet, but pet can not be an interactive object. This is a very sad.  :-[

Now I have a solution (not perfect, but ok). I can summon an interactive NPC which kills itself after 15 seconds, then I can summon another. During 15s the character is able to use this NPC. But I want more "perfect" solution.  :D

Any ideas?
Title: Re: A couple of questions.
Post by: Kva3imoda on April 17, 2015, 04:07:47 am
Is there a way to NPC automatically entered into conversation with the Character(interacts with the Character)?
It does not matter already, I decided to to abandon some ideas.  :)
Title: Re: A couple of questions.
Post by: DeeZire on April 17, 2015, 12:31:59 pm
Some interesting questions here - in return for all the help you've given me I'll take a stab at answering them :)

If you want the Item Combiner to vanish/walk away/die after being interacted with, try taking a look at the UI layout for the Enchanter - there's a controller in there with a setting to make the NPC walk away when the UI is closed, if you add that same control to the item combiner menu then it will have the same effect. You could also add a timer to do this after a set amount of time (IF timer_expired THEN close_layout AND npc_walk_away would be the logic).

If you want a skill that transforms an enemy into something else - well that's in the game already but not used. Look at the polymorph skill, it was to be used on a wand but causes some bugs if you kill the creature after it has transformed which will need fixing, but definitely doable.

For a text cloud over a characters head there are two ways. First would be in a layout file, get the NPC to pass_self then set it to have a dialog. Second, you can create a dummy quest and assign the NPC a passive (see the StartingPassiveText quest to see how Runic do it). Note that by separating lines of text with the ^ symbol you can give an NPC more than one speech.

If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest  - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.

Hope that helps, or at least gives you some ideas to work on!






Title: Re: A couple of questions.
Post by: Kva3imoda on April 17, 2015, 09:55:19 pm
Thanks DeeZire. Your tips have given me direction.  :)

If you want the Item Combiner to vanish/walk away/die after being interacted with, try taking a look at the UI layout for the Enchanter - there's a controller in there with a setting to make the NPC walk away when the UI is closed
Oh, I did not know that these menus have this controllers. I have seen such in TL1 in Town.
In any case, it does not help me - my Combiner can not walk.  :D

(http://i.imgur.com/1SK4xis.png)

Now I gave up one idea and now it's not necessary. But really, the UI has a huge potential and gytfunke showed me this when he made Vitalyser for me.

but causes some bugs if you kill the creature after it has transformed which will need fixing, but definitely doable.
Some bugs with death animation and particles?

For a text cloud over a characters head there are two ways. First would be in a layout file, get the NPC to pass_self then set it to have a dialog.
But I need such clouds for a playable character.  :( It seems this should be done in a location or in props - add a trigger that would have caused a new menu (suitable cloud over head).

If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest  - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.
Oh, this is really cool! I must do it.  :)
There is a way to do this quest invisible to the player?
Title: Re: A couple of questions.
Post by: Kva3imoda on April 18, 2015, 09:40:50 am
again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest
This works only for or I can run it a different way (skill, UI controller)?
Title: Re: A couple of questions.
Post by: DeeZire on April 19, 2015, 02:30:34 am
You could make a new UI layout that is effectively invisible to the player but has a Quest Description Controller in it - you can set the controller to give an item (or other stuff) but as far as I know you can only do this through the UI. Otherwise, you woul dhave to edit the dummy quest to be complete when a set criteria is met (such as a quest flag or another quest is complete). It's possible to make sure the quest is invisible to the player (Show Help Tips= false).

For your item combiner, I don't think it actually has to be able to walk - I'm sure the UI controller just makes it vanish anyway, you'd have to try that one.

I think the bug with the the polymorph is caused when the unit the monster transforms into does not have a death animation. I only got the bug when I transformed an enemy into something and killed it before it transformed back. It could be that if both units have the same armor, health etc then the bug may not happen.

I did get a speech bubble to appear on the player once by using a dialog in a layout file but it happened by accident and I'm not sure how I did it. I will have another try, but it seems the game is not designed for this :(
Title: Re: A couple of questions.
Post by: Anarch16sync on April 19, 2015, 08:50:46 am
Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.
Something like this:
(http://etv6la.blu.livefilestore.com/y1ptiP3MdhiVXUbVZ9s4bXSMYlNkYSFr6rPwgg75SmxS8RMxcE1k47m-9HqRnjaJsLU5H4_Io0otBqX4uHaSt_E0wG0bKdWLTGO/tagscript2.jpg)

You could use a controler to have the Character Class icon, and the name show... or something like that.  :)

I don't know if its really like what you are looking for, but maybe is a nice alternative.
Title: Re: A couple of questions.
Post by: Phanjam on April 19, 2015, 04:20:42 pm
Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.

Nice idea Anarch ;) I always believed this was do-able in TL2
Title: Re: A couple of questions.
Post by: Kva3imoda on April 19, 2015, 05:26:33 pm
You could make a new UI layout that is effectively invisible to the player but has a Quest Description Controller in it
What kind of events can be tracked? Sorry for the stupid questions, but I have no experience with quests.  :-[ And you are the most advanced in this.
Can I track using potions/spell in a quest?

For your item combiner, I don't think it actually has to be able to walk - I'm sure the UI controller just makes it vanish anyway, you'd have to try that one.
Well, it seems that this is very important. I did some research and found that only moving characters can "disappear". They are looking for some kind of boundary in a location, and there is triggered the disappearance(I think it's hardcoded). If NPCs does not move (as in  towns), they can`t "walking away".

I think the bug with the the polymorph is caused when the unit the monster transforms into does not have a death animation. I only got the bug when I transformed an enemy into something and killed it before it transformed back. It could be that if both units have the same armor, health etc then the bug may not happen.
Need to do more experiments with it. I like this idea, this is a classic magic!  :)

I did get a speech bubble to appear on the player once by using a dialog in a layout file but it happened by accident and I'm not sure how I did it. I will have another try, but it seems the game is not designed for this :(
I hope this is accidental event happens to me.  :D

Thank you for helping DeeZire.

Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.

You could use a controler to have the Character Class icon, and the name show... or something like that.  :)

Hey Anarch. Yes, it's a good idea, thank you.  :) I am weak in scripts and logic, but  something like that  is possible to do.  In this way TL1 runs in the beginning - a complex interaction scheme and I want understand how it works.
I need to make a universal layout for such actions.
Title: Re: A couple of questions.
Post by: Kva3imoda on September 24, 2015, 07:52:57 pm
If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest  - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.
I tried it today. Yes, it works!  :)
And I have the following question.
How I can reset the Quest to use it again?
Title: Re: A couple of questions.
Post by: Chthon on September 25, 2015, 08:28:50 am
Here is how to make the item combiner unit die/disappear after you close the menu:

0. Create a custom stat with a default value of 0.
1. Give  the item combiner unit a looping passive skill.
2. In the EVENT START block make an affix block that applies a KILL/FADE OUT/SET MESH INVISIBLE effect to itself. (Don't use an EFFECTS block because weird stuff happens with EFFECTS blocks and statwatchers.)
3. Stick a statwatcher on the affix block so that it only applies if the custom stat is set to 1.
4. Go into your UI layout.
5. Add a STAT OPERATOR that sets the custom stat to 1.
6. Add a logic group. Within the logic group, connect the CLICKED or MBUTTON UP output on every button that can close the menu to the OPERATE input on the stat operator.
Result: When you click the button(s), the custom stat on the combiner unit will get set to 1; then the next time the passive skill loops, the statwatcher evaluates to true, and the affix gets applied making the unit go bye-bye.

It's the same basic principle as the FreeSpec mod (http://clockworkcore.org/modindex.html#freespec), so you could take that apart as an example to work with.

In fact, in its most general form, this method allows you to use a UI element to do anything that can be done by adding an affix to a unit.
Title: Re: A couple of questions.
Post by: Kva3imoda on September 26, 2015, 05:50:15 am
Here is how to make the item combiner unit die/disappear after you close the menu:

0. Create a custom stat with a default value of 0.
1. Give  the item combiner unit a looping passive skill.
2. In the EVENT START block make an affix block that applies a KILL/FADE OUT/SET MESH INVISIBLE effect to itself. (Don't use an EFFECTS block because weird stuff happens with EFFECTS blocks and statwatchers.)
3. Stick a statwatcher on the affix block so that it only applies if the custom stat is set to 1.
4. Go into your UI layout.
5. Add a STAT OPERATOR that sets the custom stat to 1.
6. Add a logic group. Within the logic group, connect the CLICKED or MBUTTON UP output on every button that can close the menu to the OPERATE input on the stat operator.
Result: When you click the button(s), the custom stat on the combiner unit will get set to 1; then the next time the passive skill loops, the statwatcher evaluates to true, and the affix gets applied making the unit go bye-bye.

It's the same basic principle as the FreeSpec mod (http://clockworkcore.org/modindex.html#freespec), so you could take that apart as an example to work with.

In fact, in its most general form, this method allows you to use a UI element to do anything that can be done by adding an affix to a unit.
Thanks for the hint, Chthon.  :)
But I'm not sure whether it can help me. Now I found another way and it suits me. It is unfortunate that I can not use the summoning pet system - that would be best, but it does not work with the itemcombiner.


How I can reset the Quest to use it again?
It looks like I found a solution:
<BOOL>REPEATABLE:true
This string I spied in TL1 quest - bardRandom.dat
I need to try it.  :)
Title: Re: A couple of questions.
Post by: Kva3imoda on September 27, 2015, 07:01:51 pm
It looks like I found a solution:
<BOOL>REPEATABLE:true
This string I spied in TL1 quest - bardRandom.dat
I need to try it.  :)
Well, it's sad, but it looks like it is not working.  :( Now the quest system works differently than before. I can`t make a repeatable quest.
Title: Re: A couple of questions.
Post by: Chthon on September 28, 2015, 10:47:58 am
I think Dee has them working in UA. Take a look at the bounty board quests.
Title: Re: A couple of questions.
Post by: Kva3imoda on September 28, 2015, 07:23:57 pm
Take a look at the bounty board quests.
Thanks Chthon.
I found these quests, but I can`t repeat these quests in GUTS. Perhaps the repetition runs only in the game or are required some special conditions (change location or something like that)?
Title: Re: A couple of questions.
Post by: DeeZire on October 09, 2015, 01:39:45 pm
REPEATABLE: true works, but you have to leave the area and come back (after completing the quest) for it to activate again.
Title: Re: A couple of questions.
Post by: Chthon on October 10, 2015, 09:39:48 am
Thought: Perhaps the best way to paper over the "need to re-enter the area" requirement would be a loop like this:

Threes quests: QuestA, QuestB, and QuestC.
QuestA and QuestB each point to each other via GIVE_QUESTS_ON_COMPLETE (and maybe also REQUIREMENTS\QUESTSCOMPLETE or QUESTSNOTCOMPLETE to make sure they don't show up simultaneously).
QuestC is a non-repeatable clone of QuestA for bootstrapping into the loop.

NPC1 assigns QuestC.

NPC2 gives the reward for QuestA (or QuestC), then assigns QuestB.

NPC1 gives the reward for QuestB, then assigns QuestA.

The player should never experience any discontinuity in the quest sequence (since the quests themselves force the necessary leave-and-return).

If you wanted to avoid placing one of the NPC's in the field, the (time-consuming) solution would be to add a tiny dungeon under the town that functions as an extension of the town ("guard post," "grand regent's quarters," "captain's tent," etc.) to put one of the NPC's into.
Title: Re: A couple of questions.
Post by: Kva3imoda on October 11, 2015, 07:09:36 pm
Thought: Perhaps the best way to paper over the "need to re-enter the area" requirement would be a loop like this:
I tried to make "the loop" earlier, but I used only 2 quest: QuestA & QuestB
QuestA gives QuestB
QuestB gives QuestA

But it seems that this is not working.  :(
Title: Re: A couple of questions.
Post by: Chthon on October 11, 2015, 08:51:53 pm
I'll see if I can get a proof of concept working.
Title: Re: A couple of questions.
Post by: DeeZire on October 18, 2015, 02:35:07 am
Yep its a tricky one, in TL1 it simply gave you the quest again even if you did not leave the area and return. It seems there's now a difference in how available quests (or NPC dialogues) are refreshed.

Worth a try - give the same quest to 2 identical NPCs and toggle their visibility so there's always one available in the same place? If that doesn't work, then the method above would be the only way :(
Title: Re: A couple of questions.
Post by: Kva3imoda on February 05, 2016, 07:40:15 pm
Hey guys, I need a specific skill.  :)

I will try to explain what I need.

1. I summon a creature/npc
2. This creature "looks"(updated every 10 seconds) is a character is near(Range = 5)?
 a) True - do nothing
 b) False - kill self

Is it possible to do that?

I need this for my Recycler(itemcombiner). Now, after summon, my Recycler casts a skill  "kill self in 2 minutes", but I do not like it.  :-[ If you've seen my video with crafting
Spoiler (hover to show)

, you will notice that Recycler disappears during crafting. It is not comfortable.
Title: Re: A couple of questions.
Post by: Phanjam on February 06, 2016, 12:49:08 am
Hey Kva.

Who is the "character" that the Recycler will look for? Is it the Player?

If yes, maybe the Player can put an affix on the Recycler and the affix has a specific range. So if the player has moved away, the Recycler won't get the affix.

Then the Recycler justs checks if it has the affix.  If not, it will kill itself.

(????)
Title: Re: A couple of questions.
Post by: Question on February 06, 2016, 01:19:56 am
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though...

Triggerable actions for the NPC might also be able to do something like that, but i dont know how those work...
Title: Re: A couple of questions.
Post by: Kva3imoda on February 06, 2016, 04:18:54 am
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though..
I never thought about it. As I remember, DeeZire wrote it depends on chunks.

If yes, maybe the Player can put an affix on the Recycler and the affix has a specific range. So if the player has moved away, the Recycler won't get the affix.

Then the Recycler justs checks if it has the affix.  If not, it will kill itself.
Well, I do not want to do the Hero more complex with unnecessary affixes.
I believe that this skill could be as follows:
Recycler cast the skill with two different effects:
1) Heal yourself for each friendly target(or only for Hero) in area (+HP in 10 sec)
2) Hurt yourself (-HP in 10 sec)
1 = 2
Title: Re: A couple of questions.
Post by: Phanjam on February 07, 2016, 12:11:46 am
Recycler cast the skill with two different effects:
1) Heal yourself for each friendly target(or only for Hero) in area (+HP in 10 sec)
2) Hurt yourself (-HP in 10 sec)
1 = 2

Genius ;) I think that will work.
Title: Re: A couple of questions.
Post by: Kva3imoda on February 07, 2016, 02:24:45 am
I think that will work.
Well, I hope that such skill is possible. You know, I'm not so good with skills. I can do something simple, but not like that.
I just need to know whether this is possible or not.  :)
Title: Re: A couple of questions.
Post by: Phanjam on February 07, 2016, 07:21:35 am
I will try to make/test something like that tomorrow (I used up all of today making another Alch skill :( )
Title: Re: A couple of questions.
Post by: gytfunke on February 17, 2016, 06:59:34 am
Hey Kva5i!

Sorry I missed this.  Yeah, this is totally doable with a skill.  Is the item recombiner a Monster Unit?  If it is, then a skill is probably the best to use.  If it is actually a Prop or a Layout Preset (like a Chest), then it'd probably be better to go with a Layout (where you can set up the desired behavior through a logic function).

Here's the general template for the skill version:



###Skill1###
-This can be a passive skill attached to the item recombiner

-Start with an infinitely looping layout that only hits PLAYER.

-In an OnUnitHit class, use an affix to add 1 to a custom stat (OurCustomStat) to the recombiner
---The custom stat should have a default of 1, max of 1, should decrement by -1 after 5 seconds and should refresh.

///This skill checks to see if the player is in range.  If he is, the countdown to death does not start.  If not, this gives the signal to start the 5-second countdown to DOOM.


###Skill2###
-This needs to be a passive skill attached to the item recombiner

-In an EventStart class, use the Kill effect on the item recombiner.

-This skill should have a StatRequirement of OurCustomStat=0

///And voila, this skill kills the item recombiner if the other skill hasn't hit a player in 5 seconds.
Title: Re: A couple of questions.
Post by: Chthon on February 17, 2016, 12:04:30 pm
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though...

It's in the layout for the menu.
MEDIA/UI/MENUS/INGAMEMENUS/ENCHANTER.LAYOUT

The logic group for enchanting activates the "send NPC away" input on "target validate" operator.
Title: Re: A couple of questions.
Post by: Kva3imoda on February 17, 2016, 09:08:46 pm
Here's the general template for the skill version
Hey gytfunke.  :)

Well, I understood the main part, but I do not have enough experience to do that.

I do not know how this skill will identify range and the Hero. Also, I do not know is it possible "to hit" a friendly target? Are there examples of such skill? I guess something like Hex or Vanquisher traps?
Title: Re: A couple of questions.
Post by: gytfunke on February 18, 2016, 05:52:40 pm
Hey Kva6i,

So...

Start with the ADVENTURER_HUNTER_FORTITUDE skill as a base (I can't remember if it's Hunter, Ranger, Marksman or what... but the ranged weapon skill).  It's one of the ones I made for your mod.

The skill is already a passive.
The skill already has an infinitely looping layout (the important part).
-Sounds good, let's clone it.  Clone all the elements referenced in the skill, or at least the skill and layout file.  You can make new affixes.


But the skill counts enemies instead of players.

You need to open the cloned layout file referenced in the <String>File.
-Select the Damage Shape element on the left.
--There should be an Alignment property on the right.  This should be set to Good.  This will count any allied characters within the radius each loop.
--You can also change the radius to the size you like.


The second skill is fairly simple.  You could clone any passive skill and just keep the Event_Start class.  Add the Stat_Requirement and change the Event_Start to apply an Affix with a Kill effect to the player.
Title: Re: A couple of questions.
Post by: Kva3imoda on February 18, 2016, 08:28:22 pm
Hey Kva3i,
Hey Kva5i!
Hey Kva6i,
:D You missed 4
Title: Re: A couple of questions.
Post by: Kva3imoda on February 19, 2016, 12:34:23 am
So...
Oh, I get it, this 2 skill work in pairs!  :D
Previously, I thought it was 2 different solutions.  ::)
Title: Re: A couple of questions.
Post by: gytfunke on February 19, 2016, 09:08:56 am
Oh, I get it, this 2 skill work in pairs!  :D

Yeah.  Has to be 2 skills due to how the different classes or events (like Event_Trigger, Event_Start, etc) work.  None of them work like an Event_Unit_Not_Hit.  Also, with a looping damage shape layout, the only class that's called separately with each loop and can apply an effect to a different target (not the unit hit) is Event_Unit_Hit.  Weird, right?


Also, Kwa8i, I'm pretty sure 4 was in a different post somewhere.
Title: Re: A couple of questions.
Post by: Kva3imoda on November 13, 2016, 08:35:24 pm
---The custom stat should have a default of 1, max of 1, should decrement by -1 after 5 seconds and should refresh.
These stats are working correctly? I created a similar, but I do not see that the value has changed over time.  :-[
Title: Re: A couple of questions.
Post by: Kva3imoda on November 13, 2016, 09:09:20 pm
Damn, I tried to do this and as always nothing is working!  >:( I hate making skills, I'm just wasting my time over and over again.
Title: Re: A couple of questions.
Post by: Kva3imoda on November 14, 2016, 12:18:00 pm
These stats are working correctly?
It works, but a little unclear.  :)
I will act step by step.

This Steam Tech Recycler(Recombiner) determines how I should implement a starting location. If I implement this feature - it means that Steam Tech Recycler can be carried in inventory, if not - then it should be permanently placed in the starting area. It is very important for me.
Title: Re: A couple of questions.
Post by: Phanjam on November 15, 2016, 06:48:07 am
If u like to share the files for these skills, i will do what i can to try and help :)
Title: Re: A couple of questions.
Post by: Kva3imoda on November 15, 2016, 05:33:00 pm
If u like to share the files for these skills, i will do what i can to try and help :)
Here you are!  :)
https://yadi.sk/d/h1ucMwd_yikA9

ARMADAX - my test NPC.
Now it just dies(RECOMBINER_SELF_KILLER), it seems that the stat check(RECOMBINER_WATCHER_SKILL) does not work.
Title: Re: A couple of questions.
Post by: Kva3imoda on November 15, 2016, 06:45:32 pm
I created 1 more skill. It uses a different suicide effect.

RECOMBINER_SELF_KILLER2.dat
[SKILL]
   <STRING>NAME:RECOMBINER_SELF_KILLER2
   <STRING>ACTIVATION_TYPE:PASSIVE
   <STRING>TARGET_ALIGNMENT:GOOD
   <FLOAT>TURNRATEOVERRIDE:-1
   <BOOL>CAN_BE_SILENCED:0
   <INTEGER>CHARGES:1
   <BOOL>TARGET_SELF:true
   <INTEGER64>UNIQUE_GUID:-1765213697459044997
   [LEVEL1]
      [EVENT_START]
         [EFFECTS]
            <STRING>TARGET:SELF
            [EFFECT]
               <STRING>ACTIVATION:DYNAMIC
               <STRING>DURATION:13
               <STRING>TYPE:KILL
               <FLOAT>MIN:0
               <FLOAT>MAX:0
               <FLOAT>EXPLODE:-1
               <FLOAT>NO_LOOT:-1
               <BOOL>SAVE:true
            [/EFFECT]
         [/EFFECTS]
      [/EVENT_START]
      [STATWATCHER]
         <STRING>STAT:RECOMBINER_WATCHER_STAT
         <STRING>WATCH_TYPE:EQUAL TO
         <FLOAT>VALUE:0
      [/STATWATCHER]
   [/LEVEL1]
[/SKILL]

I do not remember why I used the first variant, but this is more efficient.  :)
Title: Re: A couple of questions.
Post by: Phanjam on November 17, 2016, 02:24:42 am
Got it Kva ;) will get to this as soon as i can, but definitely by the weekend...
Title: Re: A couple of questions.
Post by: Phanjam on November 20, 2016, 04:49:24 am
I started working on this Kva. It isn't working properly yet, but I understand what the stat, skills and affixes/effects are supposed to achieve and I believe it is doable.

will report back on progress ;)
Title: Re: A couple of questions.
Post by: Phanjam on November 24, 2016, 12:23:41 am
Chthon's recent post...

3. Create a hidden looping passive that applies SKILL DISABLE for every active skill with a duration slightly longer than its loop period -- unless that skill's respective stat equals 1.
(I'm not 100% sure in my memory that SKILL DISABLE works on players. If it doesn't SET SKILL COOLDOWN REMAINING would accomplish the same result.)

Is making me think of testing if this will work for your disappearing Recombiner  :o

Kill Spell is always active, but "disabled" by the looping passive.  The looping passive is looking for the player to be "in range".  As soon as the player is out of range, the looping passive stops diabling the Kill Spell and the Recombiner "dies"...

hmmm
Title: Re: A couple of questions.
Post by: Kva3imoda on November 24, 2016, 04:41:17 pm
As soon as the player is out of range, the looping passive stops diabling the Kill Spell and the Recombiner "dies"...
Yeah, that should work.  :) Anyway, first it is necessary make a working "check" skill.
Title: Re: A couple of questions.
Post by: Phanjam on November 27, 2016, 02:06:19 am
Hey @Kva3imoda I hope you don't mind but I can't seem to solve this on my own and I think we should ask for help  ::)

So hey guys, this is a request for help from 2 modders (Kva and I) who aren't that good with skill-crafting!

Kva's Recombiner unit is supposed to de-spawn if you leave it alone for a short while (10+ seconds).  To do this it has 2 skills which it applies to itself upon spawning...
- a KILL skill which watches for a STAT to be '0'
- a WATCHER skill which watches for the PLAYER to be nearby and, it he/she is, adds to the STAT to keep it greater than '0'

I think I have narrowed the problem down to 2 areas: one is the STAT and how it behaves, and the other is the STAT WATCHER skill and why it isn't incrementing the STAT.

1. The STAT

1.A. In the GUTS combatlog, if you start the STAT with a default value of '0' you can see the KILL skill apply the KILL affix immediately (I put the kill effects into an affix so I could monitor their application) and after 5 seconds (the "TIME_TO_HEAL" duration in the affix) the unit dies.

1.B. If you start the stat with a value of '1' the KILL affix does not apply the KILL affix (so the KILL skill including the STATWATCHER part seems to be working properly).  The STAT is supposed to decrement itself to '0' after 5 seconds, so that the KILL skill can apply the affix (as in 1.A. above). But the KILL affix never gets applied, which means the STAT did not decrement itself to '0'.

Here is the latest code for the STAT.  Hoping someone can critique this pls...

Spoiler (hover to show)

2. The STAT WATCHER/Incrementer Skill

This skill uses a looping 10m-range damage shape to check if the PLAYER unit is nearby (EVENT_UNITHIT).  If it "sees" the PLAYER the Recombiner uses the skill to apply an ADD STAT affix on itself which increments the STAT by '1'.

The damage shape loops once every second, so even if you start the STAT with default value '0', it should increment to '1' after 1 second if the WATCHER SKILL is working properly (the PLAYER is "seen" and the ADD STAT affix is applied).  But since the KILL affix gets applied after 5 seconds (see 1.A. above) I have to assume the WATCHER SKILL is defective somehow. Also, in the combatlog, I never saw the INCREMENTING affix get applied.

I am also hoping someone could critique the components of the WATCHER/INCREMENTER skill...

2.A. The Damage Shape Layout

Spoiler (hover to show)

2.B. The Skill .DAT

Spoiler (hover to show)

and finally the

2.C. Incrementing Affix

Spoiler (hover to show)

Any help would be greatly appreciated!
Title: Re: A couple of questions.
Post by: Chthon on November 29, 2016, 04:57:53 pm
I forget, is this unit summoned or does he spawn on the map?
Title: Re: A couple of questions.
Post by: Kva3imoda on November 30, 2016, 03:24:16 am
I forget, is this unit summoned or does he spawn on the map?
This unit is an ordinary good/neutral NPC/monster it is not a "pet-type" summon unit.
Title: Re: A couple of questions.
Post by: Kva3imoda on January 24, 2017, 06:12:59 am
Okay guys. Today, I finally realized that this "Recycler NPC problem" is unsolvable. None of advanced modmakers have not found a solution and I need to move on.

This Steam Tech Recycler(Recombiner) determines how I should implement a starting location. If I implement this feature - it means that Steam Tech Recycler can be carried in inventory, if not - then it should be permanently placed in the starting area. It is very important for me.

15 minutes ago, I found another solution for my mod. I use a combination of these two solutions.  8)

Okay, that's how it should work:
1. Now my Steam Tech Recycler - is flying machine!  :D Suddenly, right? But it solves all my problems.
2. Now you are upgrading Steam Tech Recycler in the camp. Cham Bucket The mechanic will help you.
3. You can summon this flying machine by remote control. After use, it flies away (as a standard Enchanter).
Now this is logical, convenient and realizable.
Title: Re: A couple of questions.
Post by: Phanjam on January 24, 2017, 08:07:59 am
Okay, that's how it should work:
1. Now my Steam Tech Recycler - is flying machine!  :D Suddenly, right? But it solves all my problems.
2. Now you are upgrading Steam Tech Recycler in the camp. Cham Bucket The mechanic will help you.
3. You can summon this flying machine by remote control. After use, it flies away (as a standard Enchanter).
Now this is logical, convenient and realizable.

That's genius Kva! :D